#include common #include bump #include normal_map #include fog #include lights #include shadow_map uniform color emissive = color(0.0, 0.0, 0.0); uniform color specular = color(0.667, 0.667, 0.667); uniform float shininess = 30.0; uniform vec3 wrapRGB = vec3(1.0, 1.0, 1.0);